Harm said:
It says "exact actions to take." So you would know it's an alignment based glyph and yours needs to be changed.
No, you WOULDN'T know it's alignment-based, because that's not an "action". If the glyph blocked your alignment, then it'd tell you to go around, sure, but remember that not everyone in your party is the same alignment as you, and the spell explicitly only benefits its RECIPIENT. So if you're Chaotic Neutral and the glyph keys off of a Good alignment, then it'd tell you to go right on through, but the moment your Neutral Good buddy steps on it,
BOOM!!!. If you're standing next to him then you'd still be damaged by it.
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To the original topic:
I think people are horribly underestimating the number of people who'd need buffs, as evidenced by the comments
airwalkrr said:
greater magic weapon and magic vestment make magical weapons and armor quite pointless.
and
Maybe GMW on the rogue for archery might be worthwhile, but even sneak attacking rogues are crunchy in melee and are best-advised to stay away until it is time for the "killing blow."
First, a well-built Rogue isn't really that much more crunchy than a Fighter, for the simple reason that light armors have higher MaxDEX values (meaning comparable base ACs), and there are so few worthwhile defensive Feats out there that the Fighter can't use all his bonus feats to pull ahead. Yes, the Rogue will have fewer hit points, but that only matters if people have CONs of about 10; a CON 16 Fighter averages 8.5 HP per die, a CON 16 Rogue 6.5. Hardly enough to keep the Rogue out of melee range if he can deal twice as much damage per round as the Fighter can (dual-wielding with a 10d6 Sneak Attack blows Weapon Specialization out of the water). And even if you didn't give your character a 16 CON at birth, all it takes is a +CON item...
Second, in most groups I've been in, at least half the group used melee weapons at any given time. Dual-wielding Rangers and Rogues, tank-like Fighters and Paladins, a semi-insane Barbarian/Rogue... they all needed the benefits of a magic weapon. I NEVER saw anyone say "nah, I don't need a magic sword, I can always get someone to put GMW on me." And even if someone had, the sheer number of people who'd need it would overload the casters quickly. Are you really going to have your Wizard spending all of his 3rd-level slots on GMW each day, when he could be using those slots for
haste,
fly,
fireball, etc.? Same goes for
magic vestment and the Cleric's 3rd-level slots; everyone in the group will want that extra AC.
If anything, I've run into the reverse problem; players use multiple AC items to give themselves a high permanent AC and become almost untouchable to regular weapons. I've mentioned this in other threads. Part of the problem is that so many items are perma-effect or at-will activation, so in our house rules most of these simply aren't possible in a Wondrous Item (or anything other than a Ring, for that matter), and are replaced with X/day activations.
Now, that isn't to say that
greater magic weapon doesn't have a balance issue. It does, but that has less to do with the duration and more to do with the effect when placed on a +1
flaming keen blahblahblah weapon, IMO, so we house-ruled it to increase the Market Price Modifier to level/4, instead of just the Enhancement. Then we added a
superior magic weapon spell at level 7 that can increase it higher.